Justifiers Cybernetics

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Cybernetics are artificial enhancements. In the world of Savage Justifiers, they are expensive but available to anyone with the funds. Most people only consider cybernetics as a medical procedure to restore lost functionality, but some see it as a means of enhancement, of improving their bodies with more-than-human abilities.

Cybernetics

Your body has been improved with cybernetic enhancements. Choose up to $5,000 worth of cybernetic enhancements from the list below.

You can take this edge multiple times. Each time you do, choose up to another $5,000 worth of enhancements. If you have leftover value from this edge, you can add it to the total value when you take this edge again.

Cybernetic enhancements normally just work; they do not require a roll to activate. However, if you are exposed to a powerful electrical shock (sufficient electrical damage to deal one wound or more) or otherwise subjected to intense physical stress, there is a chance for a minor malfunction to occur. In a case like this make a Vigor roll; on a failure you are Shaken.

Note: All cybernetic enhancements are assigned a value in credits. NPCs can acquire cybernetics by paying for them, but PCs must take the Cybernetics edge. However, PCs do not also have to pay for their cyber upgrades; taking the edge is assumed to represent a combination of discounts, saved credits, personal favors, etc.

Cybernetic Enhancements[edit]

Head[edit]

  • Audiorecording

Value: $500

Your ears contain tiny microphones, enabling you to record any sounds you hear. The included datachip can hold several dozen hours of audio. This enhancement can be linked with Videorecording, if you have that upgrade as well, for full audio/video recording.

  • Adaptive Brightness

Value: $1,000

Your eyes are fitted with a transparent photoreactive film which darkens when exposed to bright light. You can operate comfortably in bright light without the aid of sunglasses, and you gain a +2 bonus on rolls made to avoid blindness (permanent or temporary) or other harmful visual stimuli.

  • Commlink

Value: $500

You have a two-way radio in your head, allowing you to communicate with others without using your hands or voice. You can only communicate electronically, with people who have either a handheld comm device or their own commlink. temn A standard commlink can dial through a number of public channels, allowing for public or semi-private conversations; it has a range of approximately ten miles, which can be reduced by stormy weather or barriers of lead or thick stone or metal.

  • Cranial Reinforcement

Value: $2,000/$5,000

Your skull is reinforced with numerous small, thin plates of hardened duralloy, protecting you from damage directed at your head. For $2,000 you effectively gains Armor 4 for vs head shots; for $5,000 you gain Armor 6.

  • Cyberlink

Value: $500/$1,000

Your brain is equipped with a microcomputer, enabling you to wirelessly connect to electronic devices within 5". This does not allow you to control such devices unless you would be able to normally. For $1,000, you also gain a +1 bonus on Electronics and Hacking rolls when using this power.

  • Digital Voicebox

Value: $2,000

Your larynx is replaced by a small, sophisticated electronic speaker, allowing you to change your voice as desired anywhere from the highest soprano to the deepest bass. You can also imitate other voices, or even nonvocal sounds. If you are trying to imitate a specific sound or voice, you get +2 to any relevant rolls.

If you also have the Audiorecording upgrade, you can play back your recordings using this upgrade.

  • Discriminatory Hearing

Value: $2,000

A datachip implanted in your brain allows your cyber-ears to isolate and analyze sounds with enormous precision. This gives you a +2 bonus on hearing-related Notice rolls.

  • Discriminatory Vision

Value: $2,000

A datachip implanted in your brain allows your cyber-eyes to isolate and analyze visual input with enormous precision. This gives you a +2 bonus on sight-related Notice rolls.

  • Hyperhearing

Value: $2,500

You can consciously "tune" your hearing, allowing you to hear sounds outside of the normal human range, both higher (hypersonic) and lower (infrasound).

  • Hypervision

Value: $2,500

You can consciously "tune" your vision, allowing you to see lightwaves outside of the normal human range, both higher (ultraviolet) and lower (infrared). This does not give you heat vision - that's Thermographic Vision, which is a separate upgrade.

  • Sinus Filter

Value: $1,500

Small sensors and filters in your respiratory system automatically detect and filter out toxins and pollutants. You gain +2 on Vigor rolls made to resist smoke, harmful gasses, and similar effects.

  • Thermographic Vision

Value: $2,000

You can see heat signatures. While this is not quite true dark vision, you halve all illumination penalties when attacking warm targets.

  • Videorecording

Value: $500

Your cybernetic eyes contain a set of tiny cameras, allowing you to record video footage. The included datachip can hold several dozen hours of footage. This recording does not include sound, but can be linked with Audiorecording if you have that upgrade as well, for full audio/video recording.

Arms/Hands[edit]

  • Grapple Hand

Value: $1,500

Your cyberhand is attached to your wrist by a 10-meter spool of extremely strong nanocable stored in your forearm. Your hand can be fired like a projectile, allowing you to grab on to a distant point and either retrieve a small object, or pull yourself to a fixed point. The nanocable can support up to 500 pounds of weight. Firing your hand is an action; reeling it in takes one full round.

  • Implanted Blade

Value: $500

A small duralloy blade is implanted in your forearm. It can be extended or retracted as a free action; when used as a weapon it deals Str + 1d6 damage and is AP 2.

  • Implanted Blaster

Value: $1,000

A small laser mechanism is implanted in one of your arms, allowing you to fire destructive blasts of energy. This implant functions in all respects as a laser pistol; the internal battery holds enough charge for three shots, and is slowly recharged by your own bioelectricity. If the battery is exhausted you can continue to use the blaster, but at a cost: each shot imposes one level of fatigue.

  • Implanted Taser

Value: $1,000

A mechanism is implanted in your arm allowing you to discharge a sudden burst of electricity through metal contact points in your knuckles or fingertips. This deals 3d6 electrical damage and requires a touch attack (normal Fighting roll at +2). The internal battery holds enough charge for three shots, and is slowly recharged by your own bioelectricity. If the battery is exhausted you can continue to use the taser, but at a cost: each shot imposes one level of fatigue.

  • Implanted Tool

Value: $500

A small tool such as a buzzsaw, drill/screwdriver, set of wrenches, or the like is implanted in your hand. You gain +1 to the relevant skill when using your implanted tool. Implanted tools can be replaced with different tools in a short procedure that costs $100.

  • Remote-Operated Hand

Value: $4,000

One of your hands is replaced by a sophisticated electronic copy, which can be removed from your wrist and operated remotely via a wireless datalink. The range of this datalink is 15 yards, less if blocked by dense materials such as lead or thick stone, and your hand's internal battery has enough charge to operate remotely for 12 hours.

Legs/Feet[edit]

  • Leaping Legs

Value: $2,000/$5,000

Your legs are reinforced with duralloy springs and microshocks that can be explosively released. This gives you incredible leaping ability; you can leap twice as far a normal for your species. For $5,000, your leaping distance triples, but you must make an Agility roll when landing or fall prone.

  • Rocket Boosters

Value: $1,500

Small rocket jets installed in your calves and feet give you a one-time jump boost. You can either gain +4 on a single Athletics roll related to jumping or similar (such as surging ahead in water), or make an Agility roll when falling to reduce the falling damage by half.

Replacement fuel packs are available for $20 each; it takes three rounds to remove the spent fuel pack and install a fresh one.

  • Running Legs

Value: $2,500/$6,000

Your legs are enhanced with powerful pistons and duralloy nanofibers, allowing you to move faster with less energy cost. For $2,500, your Pace increases by 2 and your running die by one die-type. For $6,000, your Pace increases by 4 and your running die by two die types.

Torso/Full Body[edit]

  • Adrenaline Surge

Value:$2,000

Strategically-implanted capsules of of artificial adrenaline are linked to your nervous system, augmenting your body's natural stress response. You gain a +1 bonus on Spirit rolls made to unshake.

  • Attribute Enhancement: Agility

Value: $4,000/$9,000

Through cybernetic enhancements of your muscles and tendons, and artificial stimulation of your nervous system, you gain faster reactions and better flexibility. For $4,000 your Agility increases by +1 rank. For $9,000, it increases by +2 ranks.

  • Attribute Enhancement: Strength

Value: $4,000/$9,000

Through cybernetic reinforcement of your skeletal structure and enhancement of your muscles, you gain superior musculature and the ability to use it. For $4,000 your Strength increases by +1 rank. For $9,000, it increases by +2 ranks.

  • Lifting Strength

Value: $1,500/$4,000

Strategic reinforcements to your spine and torso enable you to lift and carry enormous weights. Your Strength is considered two ranks higher for purposes of encumbrance and minimum Strength for weapons and armor. For $4,000 your Strength is considered four ranks higher.

  • Stun Resistance

Value: $3,000/$6,000

Your bones and muscles are reinforced with nanofibers, and your organs are surrounded with mesh sacs to protect them. You get a +1 bonus on Spirit rolls to unshake, a +1 bonus on Vigor rolls to soak damage, and a +1 bonus on rolls made to resist stunning effects. For $6,000, the bonus increases to +2.

  • Subdermal Armor

Value: $2,000/$3,000/$4,500/$6,000

Your vital organs are protected by small, surgically-implanted plates and sections of mesh. This gives your torso an effective natural armor, which stacks with any armor worn. The armor value depends on the cost of the upgrade: $2,000 for +1, $3,000 for +2, $4,500 for +3, and $6,000 for +4.

Subdermal armor only applies to the torso. Unless otherwise specified, damage is assumed to be directed at the torso, but a called shot to the head or limbs ignores subdermal armor.

The plates and meshes of subdermal armor can be inconvenient when healing from injuries. Healing rolls made to cure your wounds suffer a penalty equal to your subdermal armor's bonus minus two.

  • Toxin Processor

Value: $3,000/$5,000

A miniaturized system of filters and air scrubbers is attached to your respiratory and gastrointestinal systems, quickly and efficiently removing poisons, venoms, and other harmful chemicals. You gain a +2 bonus on Vigor rolls to resist inhaled or ingested toxins, including resisting the effects of drugs or alcohol. For $5,000, the system attaches to your circulatory system as well and the +2 bonus applies to all toxins.



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